Hello all, and welcome. We've been here before, seeing Warhammer 40K themed mods come and, inevitably, go. That shall not be the case here, as I plan on working on this mod until I feel it is reasonably finished. You can quote me on that.

GZDOOM ONLY.The map is covered in dynamic lights, allowing the player to see well enough to fight. This is a demo map, mostly to test the waters for what kind of maps I should make.The map is incredibly short, but I feel it gets the point that I want to make across. You are a sole Terminator, yet your might cannot withstand the sheer numbers a Tyranid swarm is willing to throw at you. I have attempted to increase player survivability in the event they are swarmed, but beware, as Genestealers are capable of shredding you in seconds.

Spoiler: SCREENSHOTS -Semi-Outdated-

WHAT KIND OF MOD IS THIS?This is a WIP total conversion for DOOM 2 based on Space Hulk, a Warhammer 40K spinoff tabletop game in which the player takes control of a Terminator, the most elite of the Imperium of Man's Space Marines. The goal is to explore a Space Hulk (derelict ships, meteors and various other kinds of debris in space), and wipe out the infestation within.

INFESTATION?Space Hulks are often infested by Orks, Tyranid Genestealers or Chaos disciples. This TC will feature all 3, eventually, but that is very far down the road. For now, placeholders will be used in the form of Realm667 monsters.

So far the Chainsword and the Boltgun are functioning, if incompletely. They can be wielded alone, or akimbo. They are placeholders, as actual Terminators do not use them. These have been reworked to function similarly to what they will end up being in the final mod, the Storm Bolter and Powerfist. They are still incomplete.

Descriptions abridged/taken from various wiki sources.Storm Bolter: A powerful, double-barrelled assault weapon that fires explosive kinetic rounds colloquially referred to as bolts. Storm Bolters are the standard weapons employed by Space Marine Terminators. Power Glove: Essentially an over-sized, armoured gauntlet that generates an energy field around it, one that is capable of violently disrupting any solid matter it touches. Assault Cannon: A ballistic six-barreled, self-loading rotary Autocannon, effective against infantry targets and light vehicles at close to medium range.Heavy Flamer: Projects hot and dense flames, often used by specialists in dense conditions, such as jungle warfare, urban warfare and close-quarters melee combat.Cyclone Missile Launcher: A salvo-firing long-range killer, the Cyclone Missile Launcher is essentially a rack of missiles mounted upon the shoulders of a Terminator, due to the weapon system's great size and weight.Lightning Claws: A powered gauntlet fitted with three or four razor-sharp Adamantium blades, each a miniature power weapon sheathed in a matter disrupting power field, enabling them to carve through armour and flesh with ease.Chain Fist: A standard pattern Power Fist that has beenfitted with a Chainsword attachment that is intented to allow its wielder to carve his way through armoured bulkheads. Thunder Hammer: This large warhammer incorporates an energy field emitter within its head that activates only when the hammer strikes its target. This allows the weapon to store a tremendous amount of energy and release it only at the moment of impact, producing a terrific blast of energy and concussive force like the crack of thunder, from which the name of the weapon originates.Storm Shield: A Power Shield that is used by the Space Marines and sometimes by Inquisitors of the Ordo Malleus to provide an extreme form of protection from ranged weapons fire and potent melee strikes.Power Sword: Emits an energy field that allows the blade to carve through flesh, bone and most forms of armour plate alike.

Spoiler: ENEMIES

Tyranid Genestealers: Fast and unrelenting, the Genestealers attack in swarms in the hope of overwhelming their foes. This strategy is extremely effective. You have been warned.Tyranid Broodlords: Like all Tyranids, Broodlords wield a variety of Biomorphs (biological weaponry). The primary ones in SH:I will be outfitted with claws and, eventually, an acid belch attack.Tyranid Genestealer Patriarch

Chaos MarinesChaos TerminatorsChaos Sorcerer

Ork NobzMeganobzOrk Warboss

Spoiler: HEALTH AND ARMOR

Health and armor will be handled the same way as DOOM until I am ready to begin toying with other possibilities. Probably just going to end up combining the two into a universal "Hitpoints" system.

Spoiler: MULTIPLAYER

Players will be able to select from the ability to play as Space Marine Terminators, Chaos Marine Terminators, Ork Meganobz or Tyranid Broodlords. All are capable of using similar weaponry, but all will be specialized in different ways.Space Marine Terminators are the most basic, but also the most versatile. Chaos Terminators will utilize "Chaos magic" to some degree. Ork Meganobs specialize in sheer tankiness, but their weapons are quite unreliable. Broodlords are the best at close range combat, and rely on RIPPER/POISON projectiles a lot.

NOTESCurrently this mod does not work with Zandronum, as I have some of Nash's code. I will be releasing a Zandronum compatible version at some point later on.This has been tested with the latest stable releases of GZDoom and QZDoom.QZDoom does not like projectiles, which I guess I deserve, cause right now I'm using placeholder code from another mod.CREDITS ARE IN THE .PK3. These are very, very, very likely to be incomplete and/or highly inaccurate.CRITIQUE IS WELCOME.Chainsword sprite is taken from a screenshot of another Warhammer mod here on the forums. I will update the credits when I have time.

This post will be embellished as time goes on. I currently do not have time to post any screenshots, but the download should be enough for now.

Last edited by Devianteist on Sun Jun 25, 2017 7:05 pm, edited 14 times in total.

El_Sombrerero wrote:So , there's no much to talk about still in this version, if you could make the rifle sprites less blurry that would be nice, and more smooth movement in a later versions would be pretty neat.

I liked the Camera Height and the slow movement , it gives the feel of that the player is really heavy so , good work on that.

My only complain at this moment it's the melee weapon , which looks like a sword but behaves like a chainsaw (?) , if it's a sword, it's too slow , if it's a chainsaw doesn't look like.

But I like the idea and it's pretty good for a start c:

EDIT: So it's a "Chainsword" , ok then still it's slow. needs to be more fluid

Once significant progress has been made, I do plan on either employing another spriter, or attempting to fix the sprites myself. For now, they serve their purpose well.

I may end up making the movement a little slower, as the maps I have planned will force the player to take their time, and put their back against the wall against the horde they face. EDIT: While testing this, I realize that the plain walking movement would be much too slow. I will have to figure out how to slow down the "run" speed.

Yes, the Chainsword is sorely lacking in the fun department. It, like the standard Bolter, are placeholder weapons, however, and will be replaced once development has reached that point.

Thank you for your thoughts on the initial product. I am most proud of how it feels to be a Terminator. Now, hopefully I can still make you feel badass, while still providing a threatening horde to combat.

The bolter feels good to fire, and the player movement is nice. This really needs some moody tight corridor maps and some Genestealers to really feel like space hulk. Also some moody atmospheric music. If you like I could write some for you.

I could probably whip up some maps too, provided you're ok with some very simple original space-hulk esque maps.

Pictures will be provided once the project has reached a point where screenshots would actually show you something. All that's in there right now are some weapon sprites and sound effects. I will be rectifying this sometime this week, so keep an eye out.

The bolter feels good to fire, and the player movement is nice. This really needs some moody tight corridor maps and some Genestealers to really feel like space hulk. Also some moody atmospheric music. If you like I could write some for you.

I could probably whip up some maps too, provided you're ok with some very simple original space-hulk esque maps.

Yes, about that, I am still slightly unfamiliar with a lot of the lore of 40K, and as I work on this, I am educating myself on it. Terminators are often described as near invincible, so I will have to find some way to portray that, while still maintaining that Genestealers are a threat. Only your own most powerful weapons will harm you.

Yes, yes, yes, a thousand times, yes on the music and mapping! I'm all for a helping hand, as I am quite busy with RL stuff, between work and my son. I'm not a one man army, so feel free to PM if you have anything else you'd like to share or suggest.

Largely unedited placeholders, standing in for the Tyranid Genestealers and Broodlords. These were taken from Realm667.More functional weapons, and a stronger Terminator. You no longer take damage from explosives. Period.A dark ass map covered in dynamic lights and swarming with Genestealers.

Beat the alpha, I'm impressed. Play in Paletted tonemap mode for extra spookiness Weapon feedback feels really good, chainsword feels a bit off though, if you did a bit of fov trickery like you did with the bolter, it would feel a bit heavier, right now it feels like swinging a stick. Really like the corridor layout, simple but challenging. I'm glad that you aren't focusing too much on making every room completely different as well, the gameplay feels like that of Hovertank. Good job so far, hope the sprites get a facelift soon as well!

Also as far as music goes, I have 2 albums worth of atmospheric music.

Mr.Enchanter wrote:Beat the alpha, I'm impressed. Play in Paletted tonemap mode for extra spookiness Weapon feedback feels really good, chainsword feels a bit off though, if you did a bit of fov trickery like you did with the bolter, it would feel a bit heavier, right now it feels like swinging a stick. Really like the corridor layout, simple but challenging. I'm glad that you aren't focusing too much on making every room completely different as well, the gameplay feels like that of Hovertank. Good job so far, hope the sprites get a facelift soon as well!

Also as far as music goes, I have 2 albums worth of atmospheric music.

I'm glad you enjoyed it.

Yes, the chainsword is pretty awful, but, as I mentioned in the OP, I will be replacing that, and the standard Boltgun, with the Power Fist and Storm Bolter, respectively, as they are the primary weapons of a Terminator. The fist will likely be a recode from the ground up, but the SB will function much like the one already implemented, but with a second barrel.

I, too, enjoy the way I worked out the map. To be honest, I only put about an hour or two's work into it, as I copy-pasted most of it after completeing the first room and hallway. The doors made up about 80% of that time. I also do want to make each room different, at least in contents (debris and such), as right now, it does feel a bit too plain to me. Them Genestealers though, eh?

Sprites will be getting work done after I have semi-completed at least 4 weapons (Storm Bolter, Power Fist, Heavy Flamer and Storm Shield are up first). I honestly really, really, really like Captain J's Boltgun, and may end up asking him to do more sprites, BUT, that's getting ahead of myself, and I would like to at least try to make my own sprites before trying to outsource.

PM me all the music friend. I will certainly look at it. I am planning on using whatever it is HexenMapper makes as well, so look forward to that. Super excited, cause HM's Soundcloud is beautiful.

Fixed the Chainsword A LOT. Functions almost exactly the same as the Hexen warrior's hammer.Made minor edits to the Boltgun, Player, and Tyranid enemies.Decreased damage of Broodlord's fire attack. Shouldn't outright one-shot someone at 150/150 health and armor.

Next version will include the following:Fixed textures on map.Storm Bolter..OGG file replacements for sounds that have not been converted already.New titlepic and M_DOOM logo either removed or replaced.Reworked Broodlord ranged attack.Various prototypes of planned weapons.

By the way this is going to be compatible with gzdoom 1.9 ? Because I can't afford buying a new computer and play with the new versions of gzdoom, and 1.9 gives me an error with the decorate of the weapons, all of them.

I think in the "Ready" state when there's a "A_WeaponOffset" , it doesn't read a frame without a frame.

El_Sombrerero wrote:By the way this is going to be compatible with gzdoom 1.9 ? Because I can't afford buying a new computer and play with the new versions of gzdoom, and 1.9 gives me an error with the decorate of the weapons, all of them.

I think in the "Ready" state when there's a "A_WeaponOffset" , it doesn't read a frame without a frame.

I tried with ZDoom but I can barely see what's coming to me.

Yes, there will be a version built for GZDoom 1.8.10 (afaik that was the last 1.x release build). I am pretty sure either commenting out, or outright removing, Nash's "sway" code is all that needs to be done to address the issue.

As Rachel said, trying QZDoom may solve your problem, but I have not tested the map with it, and do not know if it supports the dynamic lights needed to make the map playable.

Last edited by Devianteist on Fri Feb 24, 2017 2:16 pm, edited 1 time in total.

Rachael wrote:QZDoom does support dynamic lights, but there are still other issues at the moment. Hopefully they will be ironed out soon.

Nevertheless, it is currently planned that GZDoom 3.0 will have QZDoom's software renderer, and will therefore also support dynamic lights there also.

Thank you for informing me of this Rachael. I hope development is going well.

The next update is planned to be released, at the earliest, on Monday next week. Keep an eye out!

Spoiler: Details

Music and code provided by HexenMapper.Sprites taken from Space Hulk: Vengeance of the Blood Angels..OGG replacements for any and all .MP3 files present in the .PK3New Textures for the map, also taken from SH: VotBA. I have run into complications both with SLADE and the map itself involving the textures. This will have to wait.Functioning Storm Bolter.Functioning Power Fist.M_DOOM logo either removed or replaced.Reworked Broodlord ranged attack.

Last edited by Devianteist on Sun Feb 26, 2017 1:50 pm, edited 4 times in total.